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Classic Game Postmortem: 'Wolfenstein 3D' (Achtung!)

John Romero  (Managing Director, Romero Games Ltd.)

Location: Room 2006, West Hall

Date: Wednesday, March 23

Time: 9:00 am - 10:00 am

Pass Type: All Access Pass, Core Pass, All Access Online Only Pass - Get your pass now!

Topic: Design

Format: Session

Viewing Experience: In-Person/Virtual Livestream

Vault Recording: Video

Audience Level: Yes

Wolfenstein 3D Postmortem: In early 1992, id Software had just shipped their latest 2D platform games and were ready for something different. Having released the first texture-mapped 3D shooter, Catacomb 3D, just a couple months earlier, they were planning what their next project would be. Wolfenstein 3D was an ambitious design for an MS-DOS PC in 1992. There were no GPUs, most games were 320x200 pixels, a lot of memory was 4GB, and mice were rarely used. Follow the journey that the four founders of id Software took to create a watershed moment in gaming history that showed the world that the PC could play a new kind of game that no other machine could replicate. Game designer, programmer, and id Software co-founder, John Romero, will take the audience through this short seven month timeline and show you just how much happened during Wolfenstein 3D's development rollercoaster ride.

Takeaway

Attendees will gain a great understanding of the development process of a significant game in this industry's history. The twists and turns that took place during its development, even during its short 4-month shareware timeline, will show how much activity our small 6 person company had in its earliest days.

Intended Audience

The intended audience is game developers, and anyone interested in game development history. Indie developers will be treated to the stories of our indie studio from 30 years ago and see the similarities. Developers at bigger studios will want to quit their jobs and become indies!